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I see the same thing, AI's with a large number of city's will spread out and camp inside settlements regardless of whats happening on their borders. Its like the AI gives up.
For example if I have 4-5 army stacks in a location, and AI has 5-6-7, AI will chose to spread their armies around rather than facing me. This leads to easy, slow grind if I keep my armies stacked and AI seems to struggle dealing with this. Anyone else experience the same?
I recommend these 2 as the best mod for better performance, but each Hecleas mod can be used individually, it's up to you to test and shape your campaign according to your play style.
mod
Ultra Aggressive & Smart AI + Better Economic & Military Management AI
I have 2 questions :
- does this one mod need the compilation or is it already included in ?
- I think i saw you somewhere saying that caravan (moded or standard) sometimes break the IA, is it true ?
"The AI now has a better analysis of enemy forces, it will fall back"
This actually leads to a very cowardly AI that is ALWAYS running away and never attacks your forses.
Which one IS more recommend It? Thank you so much!
seriously, i am attacking okkams forever maze as kroq gar, just the command my army still needs to go there.
ai turn, oxyotle, instead of taking the lost palace, vollutrax, or the skull-carver's abode, beelines it for okkams forever maze and snipes it before i can attack it.
this became even more obvious when i allied oxyotle. they always go after settlements i'm planning to attack. ignoring everyhting else. kairos could have died 20 turns earlier.
After listening to your feedback, testing on my side, I decided to return the armed rogue spawn rate to its vanilla value.
However I keep the quality improvement of the rogue armies.
So after experience, I confirm your point of view.
Armed rogues could have been a good idea, but they were poorly implemented by CA.
Let's see if they rework it in the future.
Tu assures :D
Et ouais aucun soucis pour la qualité des unités.
However, I keep the emphasis on better quality units, because vanilla is restricted and I don't want that, especially when we are in the late game.
-To try to make things smoother, I reduced the AI's opportunism from 65% of its strength to 60%
To make things more dynamic without the AI becoming suicidal in terms of movement.
-I also tried a new adjustment to always ensure that the AI positions itself better, even less suicidal placement and movement, I try to have the best result
-Increased the priority that the AI attacks forces near a recently lost region (to force the AI to recover its territories and prevent it from following straight ahead like a bus)
Even with the Guv's Beastmen Overhaul Mod mod, they do almost nothing, just sit in their settlement.
I've also noticed that rebellions spawn in with 20 units with this mod. I've tested it with this being the ONLY mod installed and it is in fact this mod that is causing it, which surprised me, because I thought rebellions would not be affected.
Is this a bug you can fix?
This also makes rebellions spawn with 20 ranked up units, which I guess isn't worth mentioning anywhere in the mod description?
J'aimerais te faire part juste d'un petit truc.
Avant il était possible de jouer avec tes mods sur le gros mod SFO : Grimhammer mais depuis leur dernière mise à jour, impossible de faire fonctionner tes mods avec.
Je suppose qu'ils ont du toucher à l'ia et ça fait conflit par ce que le jeu crash.
Je voulais juste te le dire. Si ça vient d'eux, tu ne peux pas y faire grand chose.
Je vais essayer de les contacter pour savoir si ils ont bien touché à quelque chose à ce niveau la.
En tout cas, merci encore pour ton taf. Je te souhaite une bonne soirée.
-New improvement of the AI, no precise details, just more detailed adjustments for even more intelligent behavior of the AI
Oui en effet, j'y ai passé des milliers d'heures pour etre honnete ^^
Mais plus le temps passe, plus je suis heureux du résultat, malgré l'AI qui se dégrade depuis la 4.0 :/
Et oui se serait vraiment cool de voir M4f galéré sur mon mod, faudrait que sa commu l'invite à le faire
-Fixed the bug which caused the AI in a “last_stand” situation to not recruit even though it has the income.
If you don't trust my work on AI, I invite you to look elsewhere.
I handle things the way I want
But thanks for the suggestion.
If I don't change it, it's because these adjustments are futile. If there is a change that is noticeable I will indicate it.
I'm not going to put it to infinity:
-Improvement / testing of new values.
-Improvement / testing of new values.
-Improvement / testing of new values.
New slight AI improvement.
Tell me if you feel the difference and if it is better than the previous version.
The visible changes will be on the placements of the AI armies, they should normally put themselves less in range if it is inferior.
New improvement to the aggressive and active aspect of the AI